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* intel8x0 driver motorboots (gets caught in loop) in Quake 3
@ 2003-02-12 17:54 Josh Buhl
  2003-02-13  9:52 ` Takashi Iwai
  2003-02-14 14:43 ` Dmitry Astapov
  0 siblings, 2 replies; 9+ messages in thread
From: Josh Buhl @ 2003-02-12 17:54 UTC (permalink / raw)
  To: alsa-devel

When running Quake 3 Arena the sound initializes
properly and plays correctly during the game until the
end of a match. At this point, the game abruptly enters
a different mode (this is where the models of the
players for the first, second, and third placements are
shown on pedestals and a voice says "Grunt Wins!" or
whatever) and the game locks up with a small segment of
sound being repeated in a loop.


This does not occur when sound is disabled in quake.

This does not occur on the same machine while running
quake 3 under Windows 2000 with sound.

This also occurs using the linux kernel 2.4.18 oss
kernel sound driver for intel8x0.


I set up the quake mmap stuff for alsa like this:

echo "quake3.x86 0 0 direct" > /proc/asound/card0/pcm0p/oss


I'm using alsa-0.9rc7 on Debian 3.0r1 running kernel 2.4.20 on an AMD
1800+ Elitegroup K7S5A with SIS 7012 sound on board (intel8x0 driver.)


This has happened on all the ALSA 0.9rcx drivers I have
tried, including 0.9rc7.



-- 
"When you wake up in the morning, Pooh," said Piglet at last,
"what's the first thing you say to yourself?"

"What's for breakfast?" said Pooh.  "What do you say, Piglet?"

"I say, 'I wonder what's going to happen exciting today?'" said Piglet.

Pooh nodded thoughtfully.  "It's the same thing," he said.

	-- A.A. Milne

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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: intel8x0 driver motorboots (gets caught in loop) in Quake 3
  2003-02-12 17:54 intel8x0 driver motorboots (gets caught in loop) in Quake 3 Josh Buhl
@ 2003-02-13  9:52 ` Takashi Iwai
  2003-02-13 10:08   ` Josh Buhl
  2003-02-14 14:43 ` Dmitry Astapov
  1 sibling, 1 reply; 9+ messages in thread
From: Takashi Iwai @ 2003-02-13  9:52 UTC (permalink / raw)
  To: Josh Buhl; +Cc: alsa-devel

At Wed, 12 Feb 2003 18:54:01 +0100,
Josh Buhl wrote:
> 
> When running Quake 3 Arena the sound initializes
> properly and plays correctly during the game until the
> end of a match. At this point, the game abruptly enters
> a different mode (this is where the models of the
> players for the first, second, and third placements are
> shown on pedestals and a voice says "Grunt Wins!" or
> whatever) and the game locks up with a small segment of
> sound being repeated in a loop.

could you check whether the interrupts properly generated during the
repeated sounds?


Takashi


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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: intel8x0 driver motorboots (gets caught in loop) in Quake 3
  2003-02-13  9:52 ` Takashi Iwai
@ 2003-02-13 10:08   ` Josh Buhl
  2003-02-13 10:16     ` Takashi Iwai
  0 siblings, 1 reply; 9+ messages in thread
From: Josh Buhl @ 2003-02-13 10:08 UTC (permalink / raw)
  To: alsa-devel; +Cc: Takashi Iwai

Hi Takashi,

> could you check whether the interrupts properly generated during the
> repeated sounds?

I'll be happy to do whatever I can, but I don't exactly know what you 
mean. How do I check whether the interrupts are properly generated?


I'm fairly certain that I don't have any irq conflicts:

josh@spleen:/var/tmp/blah$ cat /proc/interrupts
            CPU0
   0:     860465          XT-PIC  timer
   1:      11671          XT-PIC  keyboard
   2:          0          XT-PIC  cascade
   4:      52364          XT-PIC  serial
   5:      26156          XT-PIC  eth1
   8:          3          XT-PIC  rtc
  10:      44468          XT-PIC  SiS SI7012
  11:     657820          XT-PIC  nvidia
  12:          0          XT-PIC  eth0
  14:      36395          XT-PIC  ide0
  15:      84988          XT-PIC  ide1
NMI:          0
ERR:          0
josh@spleen:/var/tmp/blah$




-josh


-- 
"When you wake up in the morning, Pooh," said Piglet at last,
"what's the first thing you say to yourself?"

"What's for breakfast?" said Pooh.  "What do you say, Piglet?"

"I say, 'I wonder what's going to happen exciting today?'" said Piglet.

Pooh nodded thoughtfully.  "It's the same thing," he said.

	-- A.A. Milne

-----------------------------------------------------
http://www.nyfairuse.org/

WTO + WIPO = DMCA http://www.anti-dmca.org

Innovation vs Patent Inflation http://swpat.ffii.org/

120000 voices and 400 Firms against logic patents
http://www.noepatents.org/
-----------------------------------------------------




-------------------------------------------------------
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Welcome to geek heaven.
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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: intel8x0 driver motorboots (gets caught in loop) in Quake 3
  2003-02-13 10:08   ` Josh Buhl
@ 2003-02-13 10:16     ` Takashi Iwai
  2003-02-13 10:47       ` Josh Buhl
  0 siblings, 1 reply; 9+ messages in thread
From: Takashi Iwai @ 2003-02-13 10:16 UTC (permalink / raw)
  To: Josh Buhl; +Cc: alsa-devel

At Thu, 13 Feb 2003 11:08:03 +0100,
Josh Buhl wrote:
> 
> Hi Takashi,
> 
> > could you check whether the interrupts properly generated during the
> > repeated sounds?
> 
> I'll be happy to do whatever I can, but I don't exactly know what you 
> mean. How do I check whether the interrupts are properly generated?

check /proc/interrupts during the playback whether the number of irq
10 increases.

also, check the status shown in /proc/asound/card0/pcm0p/sub0 during
the playback, too.


ciao,

Takashi


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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: intel8x0 driver motorboots (gets caught in loop) in Quake 3
  2003-02-13 10:16     ` Takashi Iwai
@ 2003-02-13 10:47       ` Josh Buhl
  2003-02-14  9:29         ` Takashi Iwai
  0 siblings, 1 reply; 9+ messages in thread
From: Josh Buhl @ 2003-02-13 10:47 UTC (permalink / raw)
  To: alsa-devel; +Cc: Takashi Iwai


> check /proc/interrupts during the playback whether the number of irq
> 10 increases.

During the looped sound, the number of interrupts increases by about 
fifty a second:

josh@spleen:/proc$ date; cat interrupts | grep SiS
Thu Feb 13 11:41:10 CET 2003
  10:      64806          XT-PIC  SiS SI7012
josh@spleen:/proc$ date; cat interrupts | grep SiS
Thu Feb 13 11:41:20 CET 2003
  10:      65281          XT-PIC  SiS SI7012


> 
> also, check the status shown in /proc/asound/card0/pcm0p/sub0 during
> the playback, too.

Here are several polls taken a couple of seconds apart while the looped 
sound is playing:

josh@spleen:/proc$ cat asound/card0/pcm0p/sub0/status
state: RUNNING
trigger_time: 1045132684.647330
tstamp      : 1045133005.954117
delay       : -11695398
avail       : 11711782
avail_max   : 11711782
-----
hw_ptr      : 15423782
appl_ptr    : 3728384
josh@spleen:/proc$ cat asound/card0/pcm0p/sub0/status
state: RUNNING
trigger_time: 1045132684.647330
tstamp      : 1045133012.359933
delay       : -12002901
avail       : 12019285
avail_max   : 12019285
-----
hw_ptr      : 15731285
appl_ptr    : 3728384
josh@spleen:/proc$ cat asound/card0/pcm0p/sub0/status
state: RUNNING
trigger_time: 1045132684.647330
tstamp      : 1045133015.458098
delay       : -12151624
avail       : 12168008
avail_max   : 12168008
-----
hw_ptr      : 15880008
appl_ptr    : 3728384



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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: intel8x0 driver motorboots (gets caught in loop) in Quake 3
  2003-02-13 10:47       ` Josh Buhl
@ 2003-02-14  9:29         ` Takashi Iwai
  2003-02-14 10:57           ` Josh Buhl
  0 siblings, 1 reply; 9+ messages in thread
From: Takashi Iwai @ 2003-02-14  9:29 UTC (permalink / raw)
  To: Josh Buhl; +Cc: alsa-devel

At Thu, 13 Feb 2003 11:47:45 +0100,
Josh Buhl wrote:
> 
> 
> > check /proc/interrupts during the playback whether the number of irq
> > 10 increases.
> 
> During the looped sound, the number of interrupts increases by about 
> fifty a second:
> 
> josh@spleen:/proc$ date; cat interrupts | grep SiS
> Thu Feb 13 11:41:10 CET 2003
>   10:      64806          XT-PIC  SiS SI7012
> josh@spleen:/proc$ date; cat interrupts | grep SiS
> Thu Feb 13 11:41:20 CET 2003
>   10:      65281          XT-PIC  SiS SI7012

it looks fine.  the hardware should be ok.


> > also, check the status shown in /proc/asound/card0/pcm0p/sub0 during
> > the playback, too.
> 
> Here are several polls taken a couple of seconds apart while the looped 
> sound is playing:

could you also give the contents of the ohter files there (hw_params,
sw_params, etc)?


thanks,

Takashi


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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: intel8x0 driver motorboots (gets caught in loop) in Quake 3
  2003-02-14  9:29         ` Takashi Iwai
@ 2003-02-14 10:57           ` Josh Buhl
  0 siblings, 0 replies; 9+ messages in thread
From: Josh Buhl @ 2003-02-14 10:57 UTC (permalink / raw)
  To: alsa-devel; +Cc: Takashi Iwai

Thanks for continuing to look into this.

> could you also give the contents of the ohter files there (hw_params,
> sw_params, etc)?

Here are polls taken while the sound is looping:


josh@spleen:/proc/asound/card0/pcm0p/sub0$ cat hw_params
access: MMAP_INTERLEAVED
format: S16_LE
subformat: STD
channels: 2
rate: 48000 (48000/1)
period_size: 1024
buffer_size: 16384
tick_time: 10000
OSS format: S16_LE
OSS channels: 2
OSS rate: 48000
OSS period bytes: 4096
OSS periods: 16

josh@spleen:/proc/asound/card0/pcm0p/sub0$ cat sw_params
tstamp_mode: NONE
period_step: 1
sleep_min: 0
avail_min: 1024
xfer_align: 1
start_threshold: 1
stop_threshold: 1073741824
silence_threshold: 0
silence_size: 0
boundary: 1073741824

josh@spleen:/proc/asound/card0/pcm0p/sub0$ cat status
state: RUNNING
trigger_time: 1045219754.742409
tstamp      : 1045219994.302920
delay       : -5523094
avail       : 5539478
avail_max   : 5539478
-----
hw_ptr      : 11499158
appl_ptr    : 5976064

josh@spleen:/proc/asound/card0/pcm0p/sub0$ cat status
state: RUNNING
trigger_time: 1045219754.742409
tstamp      : 1045220044.890011
delay       : -7951425
avail       : 7967809
avail_max   : 7967809
-----
hw_ptr      : 13927489
appl_ptr    : 5976064

josh@spleen:/proc/asound/card0/pcm0p/sub0$ cat info
card: 0
device: 0
subdevice: 0
stream: PLAYBACK
id: Intel ICH
name: SiS SI7012
subname: subdevice #0
class: 0
subclass: 0
subdevices_count: 1
subdevices_avail: 0

josh@spleen:/proc/asound/card0/pcm0p/sub0$ cat prealloc
64







> 
> thanks,
> 
> Takashi
> 

-- 
"When you wake up in the morning, Pooh," said Piglet at last,
"what's the first thing you say to yourself?"

"What's for breakfast?" said Pooh.  "What do you say, Piglet?"

"I say, 'I wonder what's going to happen exciting today?'" said Piglet.

Pooh nodded thoughtfully.  "It's the same thing," he said.

	-- A.A. Milne

-----------------------------------------------------
http://www.nyfairuse.org/

WTO + WIPO = DMCA http://www.anti-dmca.org

Innovation vs Patent Inflation http://swpat.ffii.org/

120000 voices and 400 Firms against logic patents
http://www.noepatents.org/
-----------------------------------------------------




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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: intel8x0 driver motorboots (gets caught in loop) in Quake 3
  2003-02-12 17:54 intel8x0 driver motorboots (gets caught in loop) in Quake 3 Josh Buhl
  2003-02-13  9:52 ` Takashi Iwai
@ 2003-02-14 14:43 ` Dmitry Astapov
  2003-02-17 11:27   ` Josh Buhl
  1 sibling, 1 reply; 9+ messages in thread
From: Dmitry Astapov @ 2003-02-14 14:43 UTC (permalink / raw)
  To: alsa-devel


Evening, Josh. 

Josh Buhl <uzs33d@uni-bonn.de> 18:54 12/2/2003 wrote:

 JB> When running Quake 3 Arena the sound initializes
 JB> properly and plays correctly during the game until the
 JB> end of a match. At this point, the game abruptly enters
 JB> a different mode (this is where the models of the
 JB> players for the first, second, and third placements are
 JB> shown on pedestals and a voice says "Grunt Wins!" or
 JB> whatever) and the game locks up with a small segment of
 JB> sound being repeated in a loop.

I'd like to second that, but for me looping occurs at the beginning of
level.

 JB> This does not occur when sound is disabled in quake.
True.

 JB> This does not occur on the same machine while running
 JB> quake 3 under Windows 2000 with sound.
True.

 JB> This also occurs using the linux kernel 2.4.18 oss
 JB> kernel sound driver for intel8x0.
Ture.

 JB> I set up the quake mmap stuff for alsa like this:
 JB> echo "quake3.x86 0 0 direct" > /proc/asound/card0/pcm0p/oss
Same thing here.

 JB> I'm using alsa-0.9rc7 on Debian 3.0r1 running kernel 2.4.20 on an AMD
 JB> 1800+ Elitegroup K7S5A with SIS 7012 sound on board (intel8x0 driver.)
alsa-0.9rc7, Debian unstable, kernel 2.4.20 on Toshiba Satellite 5105-S907
with Yamaha sound on board
(00:1f.5 Multimedia audio controller: Intel Corp. 82801CA/CAM AC'97 Audio (rev 02))

JB> This has happened on all the ALSA 0.9rcx drivers I have
 JB> tried, including 0.9rc7.
True.

I have made checks suggested in this thread. Results are the same:
interrupts are being generated and sttuses in /proc/asound keep changing.

I'm eager to help debug this. I know how to use debugger/compiler/whatever
it takes, I just need a push in the right direction.

-- 
Dmitry Astapov //ADEpt                               E-mail: adept@umc.com.ua
GPG KeyID/fprint: F5D7639D/CA36 E6C4 815D 434D 0498  2B08 7867 4860 F5D7 639D


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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: intel8x0 driver motorboots (gets caught in loop) in Quake 3
  2003-02-14 14:43 ` Dmitry Astapov
@ 2003-02-17 11:27   ` Josh Buhl
  0 siblings, 0 replies; 9+ messages in thread
From: Josh Buhl @ 2003-02-17 11:27 UTC (permalink / raw)
  To: alsa-devel

Doesn't look like we're getting very far in this thread...

I, like Dmitry, am eager to help debug this problem and can 
patch/compile/use gdb, but don't know much about alsa internals. Anybody 
have any hints about what to try next?

--josh

Dmitry Astapov wrote:
> Evening, Josh. 
> 
> Josh Buhl <uzs33d@uni-bonn.de> 18:54 12/2/2003 wrote:
> 
>  JB> When running Quake 3 Arena the sound initializes
>  JB> properly and plays correctly during the game until the
>  JB> end of a match. At this point, the game abruptly enters
>  JB> a different mode (this is where the models of the
>  JB> players for the first, second, and third placements are
>  JB> shown on pedestals and a voice says "Grunt Wins!" or
>  JB> whatever) and the game locks up with a small segment of
>  JB> sound being repeated in a loop.
> 
> I'd like to second that, but for me looping occurs at the beginning of
> level.
> 
>  JB> This does not occur when sound is disabled in quake.
> True.
> 
>  JB> This does not occur on the same machine while running
>  JB> quake 3 under Windows 2000 with sound.
> True.
> 
>  JB> This also occurs using the linux kernel 2.4.18 oss
>  JB> kernel sound driver for intel8x0.
> Ture.
> 
>  JB> I set up the quake mmap stuff for alsa like this:
>  JB> echo "quake3.x86 0 0 direct" > /proc/asound/card0/pcm0p/oss
> Same thing here.
> 
>  JB> I'm using alsa-0.9rc7 on Debian 3.0r1 running kernel 2.4.20 on an AMD
>  JB> 1800+ Elitegroup K7S5A with SIS 7012 sound on board (intel8x0 driver.)
> alsa-0.9rc7, Debian unstable, kernel 2.4.20 on Toshiba Satellite 5105-S907
> with Yamaha sound on board
> (00:1f.5 Multimedia audio controller: Intel Corp. 82801CA/CAM AC'97 Audio (rev 02))
> 
> JB> This has happened on all the ALSA 0.9rcx drivers I have
>  JB> tried, including 0.9rc7.
> True.
> 
> I have made checks suggested in this thread. Results are the same:
> interrupts are being generated and sttuses in /proc/asound keep changing.
> 
> I'm eager to help debug this. I know how to use debugger/compiler/whatever
> it takes, I just need a push in the right direction.
> 

-- 
"When you wake up in the morning, Pooh," said Piglet at last,
"what's the first thing you say to yourself?"

"What's for breakfast?" said Pooh.  "What do you say, Piglet?"

"I say, 'I wonder what's going to happen exciting today?'" said Piglet.

Pooh nodded thoughtfully.  "It's the same thing," he said.

	-- A.A. Milne

-----------------------------------------------------
http://www.nyfairuse.org/

WTO + WIPO = DMCA http://www.anti-dmca.org

Innovation vs Patent Inflation http://swpat.ffii.org/

120000 voices and 400 Firms against logic patents
http://www.noepatents.org/
-----------------------------------------------------




-------------------------------------------------------
This sf.net email is sponsored by:ThinkGeek
Welcome to geek heaven.
http://thinkgeek.com/sf

^ permalink raw reply	[flat|nested] 9+ messages in thread

end of thread, other threads:[~2003-02-17 11:27 UTC | newest]

Thread overview: 9+ messages (download: mbox.gz follow: Atom feed
-- links below jump to the message on this page --
2003-02-12 17:54 intel8x0 driver motorboots (gets caught in loop) in Quake 3 Josh Buhl
2003-02-13  9:52 ` Takashi Iwai
2003-02-13 10:08   ` Josh Buhl
2003-02-13 10:16     ` Takashi Iwai
2003-02-13 10:47       ` Josh Buhl
2003-02-14  9:29         ` Takashi Iwai
2003-02-14 10:57           ` Josh Buhl
2003-02-14 14:43 ` Dmitry Astapov
2003-02-17 11:27   ` Josh Buhl

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